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Fighter Factory 3.0.1 (Read 990987 times)

Started by VirtuallTek, December 16, 2011, 11:37:46 pm
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Re: Fighter Factory 3.0.1 Final
#1141  August 31, 2016, 08:45:43 pm
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I'm having trouble that when I open this up in either 64 bit or 32 bit (downloading their prerequisites before, of course) that the launcher just freezes. Ultimate works fine, but 3 stays on the launcher and then shows me the "ff3.exe is not responding"
Re: Fighter Factory 3.0.1 Final
#1142  October 13, 2016, 01:13:55 pm
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This is more on the technical side, but I was wondering,

How can I adjust the pop up box that lets me select characters?
I want to change it's default height. It's width and position are fine.
I'm talking about the "Run in Mugen" pop up box.

I'd just like to change the height so I can see 3 full rows of selectable characters to fight against.
vVv Wheat Stage Released vVv
Re: Fighter Factory 3.0.1 Final
#1143  December 17, 2017, 05:08:58 am
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I can't seem to open it. Whenever i do, it stops responding before it even loads.
Re: Fighter Factory 3.0.1 Final
#1144  December 22, 2017, 02:11:14 am
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I'm having trouble that when I open this up in either 64 bit or 32 bit (downloading their prerequisites before, of course) that the launcher just freezes. Ultimate works fine, but 3 stays on the launcher and then shows me the "ff3.exe is not responding"

Same.
Re: Fighter Factory 3.0.1 Final
#1145  December 22, 2017, 11:34:51 am
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Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!
Re: Fighter Factory 3.0.1 Final
#1146  December 22, 2017, 12:12:28 pm
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great news.... work fine in windows 10?
Re: Fighter Factory 3.0.1 Final
#1147  December 22, 2017, 12:31:52 pm
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Re: Fighter Factory 3.0.1 Final
#1148  December 22, 2017, 01:11:13 pm
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Oh shit! Yes!!!
Re: Fighter Factory 3.0.1 Final
#1149  December 22, 2017, 01:12:44 pm
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I am happy to see you again, hope your next update will be interesting!
Re: Fighter Factory 3.0.1 Final
#1150  December 22, 2017, 01:27:35 pm
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Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!
Nice, hopefully, this will work without issue on Windows 7.

I'm looking forward to this.
Re: Fighter Factory 3.0.1 Final
#1151  December 22, 2017, 01:31:04 pm
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I am spinning in circles with joy about this news!  :yuno:

I am looking forward to your release of the program!
Hug the Pikachus!

Hug A Pikachu Today!
Re: Fighter Factory 3.0.1 Final
#1152  December 22, 2017, 01:33:35 pm
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Amazing!!!

Don't be fooled by my enthusiasm though, I have very little to complain about the current version, such an awesome program.

Re: Fighter Factory 3.0.1 Final
#1153  December 22, 2017, 01:39:37 pm
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Double that. I am looking forward to seeing how will you make an already great program even better.
Re: Fighter Factory 3.0.1 Final
#1154  December 22, 2017, 08:59:40 pm
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Will the source code be made available?
Re: Fighter Factory 3.0.1 Final
#1155  December 22, 2017, 10:14:38 pm
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great news.

Looking forward to
Jesus loves you
Re: Fighter Factory 3.0.1 Final
#1156  December 23, 2017, 09:44:19 pm
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I wonder what stuff will be added onto the update. It's already amazing in it's current state but now I'm wondering how you're improving this even further.
Beware the Dark Wolf once more!
Re: Fighter Factory 3.0.1 Final
#1157  December 25, 2017, 02:28:16 am
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Thanks for the support guys!
The development is going so fast, there's a lot of things to be done but expect it to be released in the beggining of next year, without big new features but with a lot of improvements. I'm looking for the last bug reports and suggestions, so I will try to do as much as possible.
I will start a campaign on Patreon, then people can support the development and help to get things done faster. The final objective is to be able to edit everything on the engine (chars, stages, motifs,...), on multiple engines (OpenBOR is on the way).

Key new features for the first release:
- split on modules with support for multiple engines
- slightly different way of CLSN handling (I think it's faster and easier)
- better support for frame interpolation, including timeline controls
- project file explorer (will be essential for full game development)
- opengl is mandatory, but software raster is available too
- updated to latest version of Qt framework
- hybrid parser/syntax highlighter (smarter, faster and more reliable)
- built-in image editor inside sprites editor
- multi-threaded (long tasks are split across all available cpu cores)
- import from another project can import from any supported engine too :D

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Better support to other engines like OpenBOR
- Full game editing
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )

About the source code, I will put everything on GitHub as planned before. The new version is a complete rework, so I do not finished all frameworks yet.

Merry christmas! 
Re: Fighter Factory 3.0.1 Final
#1158  December 25, 2017, 03:03:26 am
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Did you look back at some things I'd suggested? The only ones I can remember off hand is the ability to set clsn across multiple ranges of groups and/or indexes. And when you start a new animation it'd be awesome if you could type a range of group/index files for the air to generate. Instead of having to individually add each Sprite one by one or type them up in the editor.

Also the current version tends to not save my sff or snd updates sometimes. I have to remember to hit save as for those formats and over ride.

And bringing back the ability to preview rotations and scaling would be great. So I don't have to switch between 2 versions of FF.

Continue the great work and thank you!!!
Re: Fighter Factory 3.0.1 Final
#1159  December 25, 2017, 03:05:51 am
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Thanks for the support guys!
The development is going so fast, there's a lot of things to be done but expect it to be released in the beggining of next year, without big new features but with a lot of improvements. I'm looking for the last bug reports and suggestions, so I will try to do as much as possible.
I will start a campaign on Patreon, then people can support the development and help to get things done faster. The final objective is to be able to edit everything on the engine (chars, stages, motifs,...), on multiple engines (OpenBOR is on the way).

Key new features for the first release:
- split on modules with support for multiple engines
- slightly different way of CLSN handling (I think it's faster and easier)
- better support for frame interpolation, including timeline controls
- project file explorer (will be essential for full game development)
- opengl is mandatory, but software raster is available too
- updated to latest version of Qt framework
- hybrid parser/syntax highlighter (smarter, faster and more reliable)
- built-in image editor inside sprites editor
- multi-threaded (long tasks are split across all available cpu cores)
- import from another project can import from any supported engine too :D

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Better support to other engines like OpenBOR
- Full game editing
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )

About the source code, I will put everything on GitHub as planned before. The new version is a complete rework, so I do not finished all frameworks yet.

Merry christmas! 

IKEMEN is an up and coming part of the MUGEN community, and I know since it's highly edited that it strays away from MUGEN's coding quite a lot. So any hope of getting more support or compatability for IKEMEN in the future?
Re: Fighter Factory 3.0.1 Final
#1160  December 25, 2017, 03:27:53 am
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I'm suggesting... (will edit post)

Please make it so FF3 checks that the formatting of a WAV is actually compatible with MUGEN when adding it, and if there is a problem with the file, alert what it is.  If possible, maybe even a prompt asking to convert the bit depth which, if memory serves me right, is the common issue.
When I was developing my character, there were a number times that I added sound FX I found on the web, ripped from classic games.  These WAVs all previewed fine in FF3 and any other media player,  but some sounds would not play in MUGEN.  I was very confused at first but learned to open these problem files in WAV editing software and save using different settings.

Please show the length of sound FX in ticks (with comment "@60 ticks per second"), not just in seconds

It would be so awesome if sprite groups in the Organizer window could be expanded/collapsed, and then can also be drag/drop reorganized instead of having to Shift/Ctrl-click all the sprites to bulk move them

The cursor's X/Y position displayed in the bottom is very useful, but it would be even better if it worked for Zoom other than 100%.  I don't know if the values it shows are useful for 1.1 coding or something but as a 1.0 coder it would be nice to have correct values when zoomed in

Last Edit: December 26, 2017, 02:43:07 am by altoiddealer